feat(physics): port retail projectile integration
Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions. Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage. Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory. Co-Authored-By: Codex <noreply@openai.com>
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21 changed files with 1669 additions and 263 deletions
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@ -146,6 +146,8 @@ src/
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PhysicsDataCache.cs -> GfxObj / Setup / CellStruct collision data (done, active)
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ShadowObjectRegistry.cs -> broadphase for nearby physics objects (active)
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PhysicsEngine.cs -> ResolveWithTransition active player path
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ProjectilePhysicsStepper.cs -> pure retail projectile integration + sweep
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RetailFrameMath.cs -> retail full-3D vector-heading frame construction
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CellBsp.cs -> not a first-class runtime owner yet (L.2e)
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World/
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GameEntity.cs -> target unified entity, not current reality
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@ -216,7 +218,12 @@ InputDispatcher / PlayerMovementController
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What exists and is active:
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- `PhysicsEngine.ResolveWithTransition` is the path used for local player
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collision resolution.
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collision resolution and the shared continuous object sweep.
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- `ProjectilePhysicsStepper` is the pure Core driver for retail projectile
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clock quanta, final-state acceleration, velocity/angular integration,
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AlignPath, Setup-sphere transition sweeps, and collision response. It owns no
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live entity, network, rendering, or App state; the App controller supplies
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those boundaries.
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- `BSPQuery` contains the partial retail-style BSP collision dispatcher used by
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the transition path.
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- `TransitionTypes` carries `SpherePath`, `CollisionInfo`, `ObjectInfo`,
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